I spoke a bit earlier about battle system setups where DoTs are best implemented, but reading through the thread again, I want to add something else about my thoughts on making DoTs relevant in any setup.
I feel the whole idea of "DoTs are either godlike or useless" is a strawman. Granted, it's one of the most reasonable strawmen ever because a ton of JRPGs make their status effects exactly that (godlike or useless)... but there's absolutely no reason it has to be that way, and if you look hard enough you can find examples of DoTs done well (especially in MMOs).
Best case scenario: your status effects (including DoTs) work against all enemies, but are less effective against bosses and other foes where inflicting the status would break the challenge of the battle. In a game I'm designing now ("
How Badly"), the AURa stat determines the power and length of incoming states (increases the power and length for charms, reduces them for hexes). Boss-level monsters tend to have high AUR, just like all their other stats tend to be higher. You can still inflict Burning or Poison on them like you can against any other foe. But it's going to be a weaker, shorter form of the state if they have high AUR. Some bosses have higher DEF and lower AUR, and those might be ideal targets for a DoT attack - but here it's a difference by degrees, instead of a frustrating all-or-nothing proposition.
Similarly, the original
Guild Wars let you apply (nearly) any status effect to any boss, and simply gave all bosses a trait where the length of hexes was halved on them. And, of course, they made DoTs drain absolute amounts of HP over time, rather than a percentage of Max HP. This is usually good design when you want to make your DoTs good against both weak monsters and huge bosses. That kind of chip damage will be significant against both weak monsters (where a small amount of HP looms larger, even though it will only trigger once or twice before you kill it anyway) and huge bosses (where the damage will eventually add up over time).
Percentage-based DoTs have their place, but if you want to use them, you may need to adjust your approach to avoid the feast-or-famine design screw. There are at least two ways to do this:
- Adjust the way you design enemies and troops, so that the power gap between ordinary enemies and bosses is much smaller, and also so that bosses tend to be harder hitters rather than giant damage sponges. Now the DoT doesn't need to be overpowered, and it can be useful against everyone!
- Aim to make the DoT merely "good" against one class of foe, and - yes - useless against the others. If the DoT deals 2% Max HP damage against a foe for 3 turns, that's quite good (but not gamebreaking) against a boss, arguably feasible against a single tough enemy, and useless against a single weak foe in a large group. That's fine! This character is more useful against bosses than mobs, just like AoE mages tend to be more useful against mobs than bosses. You can allow this effect to apply reliably without worrying about breaking the game's balance. As an additional tip, you might attach it as an additional effect to a standard damage spell, so as to make the skill at least somewhat useful in all situations.
With all of that said, even though you want to make the
balance of DoTs versus Direct Damage fairly comparable, don't forget that it's important to make them different in the opportunities they present! If they essentially do the exact same thing, you no longer have an interesting decision. I
talked about this in a recent thread about the difference between the two.
In summary, here's how to avoid design issues with DoTs:
- Allow DoTs (and other status effects) to reliably apply; don't give bosses immunity to them
- Utility Scaling is a good thing for DoTs!
- Use a limited number of turns/time for DoTs (especially against super-tough foes)
- Make DoTs do absolute damage, not damage relative to Max HP
- Any of the above points can be ignored, but will require careful reconsideration of troop/enemy design to accommodate the change